03-09-2019, 09:51 AM | #1 |
Join Date: Feb 2008
Location: Dayton, Ohio
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Right-Angled Architecture in Hex-Grid World…?
No matter how you align it, some Hexes will be partial instead of whole (and Megahexes even more so).
What's the best way to handle that? I like the idea of being able to enter partial hexes, but having greatly restricted movement (because you're up against a wall). What about right-angled bends, or T-intersections? Or doorways? |
03-09-2019, 01:00 PM | #3 | |
Join Date: Aug 2018
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Re: Right-Angled Architecture in Hex-Grid World…?
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03-09-2019, 02:10 PM | #4 | ||
Join Date: Feb 2008
Location: Dayton, Ohio
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Re: Right-Angled Architecture in Hex-Grid World…?
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I mean, I suppose I could just pretend that rectangular rooms don't exist… but there's a limit to how much hand-waving I care to do. Especially when the goal is simulating tactical combat in a plausible way. |
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03-10-2019, 04:41 AM | #5 |
Join Date: Nov 2010
Location: Arizona
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Re: Right-Angled Architecture in Hex-Grid World…?
And, again, I'll mention the "Squarehexes" thing that someone thought up a few years ago. If you go through the old threads on this forum, you'll find one specifically dedicated to that idea, along with links allowing you to download them. Also, on Shadekeep's mapping tool thread, someone provided a link to them and asked Shadekeep if he could modify his program to permit them to be created and used there.
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03-10-2019, 07:30 AM | #6 |
Join Date: Feb 2008
Location: Dayton, Ohio
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Re: Right-Angled Architecture in Hex-Grid World…?
The "Square Megahexes" appear to be an interesting way to assemble a map.
However, they are NOT an answer to my question. Not even the same subject, really. It's like I asked about how to drive a car, and you directed me to a photo of a garage. |
03-10-2019, 03:44 PM | #7 |
Join Date: Sep 2007
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Re: Right-Angled Architecture in Hex-Grid World…?
Square megahexes don't solve the problem of having half-a-hex. (Or square, as the case may be.)
There's no need for a penalty for half hexes. If there's at least half a hex on your side of the wall, use it like normal. You're not pretending rectangular rooms don't exist; you're pretending that the hexes don't. (The D&D square version is realizing you don't have to pretend that all buildings are exact multiples of 5 feet in each direction, as well as always having walls aligned exactly parallel with the compass directions.) It's just a mapping convention, and there's always some granularity to cope with. |
03-11-2019, 01:47 AM | #8 |
Join Date: May 2015
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Re: Right-Angled Architecture in Hex-Grid World…?
We just draw square buildings and other features as they are in the world, and then have a standard and/or GM-ruled way of deciding what the effects of partially-blocked hexes is. Often it's that hexes can be entered if the center point is open, and hex-sides can be used if half or more of it is unblocked, but sometimes the GM needs to give a ruling and/or assign DX and/or MA penalties.
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03-12-2019, 05:40 PM | #9 | |
Join Date: Aug 2004
Location: Carrboro, NC
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Re: Right-Angled Architecture in Hex-Grid World…?
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